Overall goal: My goal with this reel was to cover as many different genres as possible. I also focused a lot on creating good edge loops, with very low tri counts (if any), and cages that would transfer over to rigging and animation very well. Scene 1: Transformations Duration: 26 Seconds Software: Maya, Zbrush, Mental Ray Work flow description: I first created a base head mesh in Maya. I focused on using good edge loops, since I knew that the head would be used as a base for many differently shaped heads. I then took that base mesh into Zbrush and seperately created the different heads. I also painted highly detailed bump maps in Zbrush. Finally, I took the heads back into Maya, created blendshapes with them, and animated the bump/displacement maps created in Zbrush. Scene 2: Creature / Anatomy Study Duration: 10 Seconds Software: Maya, Zbrush, Mental Ray Work flow description: I created this character mostly as a fun way to study anatomy. I spent a little more time in Maya then usual. Mostly focusing on creating edge loops that would carry over to rigging and animation very well. Once I finished the mesh in Maya, I threw him over to Zbrush to enhance the muscles as well as created the finer details. I also painted a detailed bump map in Zbrush. Scene 3: Stylized Cowboy Duration: 15 Seconds Software: Maya, Mental Ray Work flow description: This is the first stylized character I ever created, and he's still one of my favorites. All the geometry was created in Maya. I used a combination of nurb's, poly's, and subd's to create him. Scene 4: Creature from the Black Lagoon Duration: 25 Seconds Software: Maya, Zbrush, Mental Ray Work flow description: I first created a base mesh in Maya. I had to be very careful with the edge loops because of the fact that he is so detailed. Once done in Maya, I took him into Zbrush and added all the more detailed geometry. I also created a highly detailed bump map for him in zbrush. Scene 5: Forest Guardian Duration: 20 Seconds Software: Maya, Zbrush, Mental Ray Work flow description: All of the non-organic geometry was created in Maya using a combination of nurbs, polys and subds. I created the organic parts in Maya and further detailed them in Zbrush. Scene 6: Mechanical Spider Duration: 25 Seconds Software: Maya, Mental Ray Work flow description: This project was done as a study in hard surface modeling. I used a combination of nurb's, poly's and subd's to create all of the geometry. Scene 7: Medusa Duration: 15 Seconds Software: Maya, Zbrush, Mental Ray Work flow description: A love surreal art. In this project I wanted to do a Medusa like character with a bit of a surreal twist to it. The work flow was Maya to Zbrush and then back to Maya. Scene 8: Civil War Union Officer Duration: 12 Seconds Software: Maya, Mental Ray Work flow description: My goal for this project was to make a historically accurate Civil War Officer. I did all of the modeling in Maya, including all of the the very detailed geometry. I used a combination of nurb's, poly's and subd's. Scene 9: The Dancing Elephant Duration: 20 Seconds Software: Maya, Zbrush, Mental Ray Work flow description: Just my way of saying, "I challenge you to not smile". All of the non-organic geometry was created in Maya using polys. I created the organic parts in Maya and further detailed them in Zbrush.